Moderator: Site Admins
-
Mad-Hammer
- Retired Admin
- Posts: 2064
- Joined: Sun Oct 22, 2006 5:26 pm
- Location: Point Pleasant, WV
-
Games Played
Ville Awards
2
2
3
-
Post
by Mad-Hammer » Sun Jan 15, 2012 9:41 pm
Alizée Fan wrote:I definitely can't claim credit for all of those finds - I just compiled stuff in to a list as a group of us ran around for an hour or more looking for issues
As far as the water, I use water/water_well for some large bodies of water. It reflects at a distance but as you move through it is is transluscent, and things can be seen below its surface. It's definitely my favorite water of the ones I've tried.
I was using water_hydro cheap..........once again, I was trying to improve on frame rates. I haven't done a compile yet. Not a big issue nowadays as I can pull a full compile in about 2 minutes or less.
I put a delay on the cave gate of 5 seconds to give the defenders more time to set up a defense. I think it was Soup who was advocating for 15 seconds so I sort of compromised and put 5 seconds on the delay.
[/center]
-
Mad-Hammer
- Retired Admin
- Posts: 2064
- Joined: Sun Oct 22, 2006 5:26 pm
- Location: Point Pleasant, WV
-
Games Played
Ville Awards
2
2
3
-
Post
by Mad-Hammer » Sat Jan 21, 2012 9:32 pm
Wasn't quite a wiggle, more like a pop. 98% of the props in the map, I put some kind of a fade on them. Reason for that was my quest to improve performance. In an ideal world, the props in question would gently come into view. In the Valve world, they just sort of pop into view.
I'm currently setting at my comp considering the best way to handle the whole prop-pop issue.
[/center]
-
Soup Nazi
- Villun
- Posts: 1447
- Joined: Sun Feb 06, 2011 5:03 pm
- Location: Tempe, Arizona
-
Games Played
Ville Awards
Post
by Soup Nazi » Sat Jan 21, 2012 9:53 pm
THE Flying chihuahua wrote:
I said it like 5 times and you said it was soup. NOBODY LOVES ME D:
Cuz he loves me more (=
=USV= [BB] [IV] [WARPATH] [USAHB] :TIME: :TOOL:
Who is online
Users browsing this forum: No registered users and 20 guests